有没有解决这个问题的方法?我试过在更高的分辨率下渲染位移,但是条带问题似乎很普遍。起初我在低聚物上到处都有硬边缘,我通过在投影之前对低聚物进行曲面细分/平滑(来自高聚物的位移图)。
//// DERIVATIVE MAP
var mapHeight = new THREE.TextureLoader().load( "textures/horse_atlas_h.jpg" );
mapHeight.anisotropy = 4;
mapHeight.repeat.set( 0.998, 0.998 );
mapHeight.offset.set( 0.001, 0.001 );
mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
mapHeight.format = THREE.RGBFormat;
materialHorse = new THREE.MeshStandardMaterial
({
map: Horse_diffuseMap,
//normalMap: Horse_normalMap,
//normalScale: new THREE.Vector2( 2.4 , 2.4 ),
metalness: Horse_metalnessMap,
roughness: Horse_roughnessMap,
bumpMap: mapHeight,
bumpScale: 10,
alphaMap: Horse_alphaMap,
transparent: true,
skinning: true
// needsUpdate: true
});